Your DM allows players to create magical items in this manner, you would have to craft the base for the item whether it be a robe or etc. There is little need in most (non-social) campaigns for other tools, there are a few exceptions I can think of though. Most tools other than Disguise Kit, Thieves Tools, Smithing tools, Leatherworking tools, Herb Kits, and Forgery Kit are for flavor reasons. Alchemists don't necessarily need magical knowledge, I would extend this to anyone with the Sage or Guild Artisan who picks his trade to be alchemy, despite most people going sage background are likely spellcasters. I find that this seems like the most logical way of going about it, other than the spellcaster only for alchemists. Sacks, lots of sacks - Useful for carrying loot, a Medusas head, ect, ect. Sharpen an edge and you have a utility axe. Also handy when you have to climb up a building. Grappling hook - Very important when there's no tree or rock to anchor a rope. Advantage on opening locked doors or locked chests = win. Must have equipment you always need but never seem to have.Ĭrow Bar. This also works hand in hand with the calligraphers supplies. How do you strap it to your body? Which leads to.Ĭobblers tools - If your DM is really into the minutia, then your shoes and boots need constant attention as they get the most abuse.Ĭartographers tools - Needed for mapping out dungeons and trail blazing unexplored terrain. You can use two rocks to bang out dents in armor. Remember, most armor is held together with leather straps. Leatherworker's tools - For fixing armor. Smith's tools - Great for fixing metal armor or straightening bent weapons. The vials can also be used to collect unknown liquid samples or acid in a pinch.Įxplorers pack - 10 days of not needing a survival check.Ĭalligraphers supplies - A must have for spell casters with spell books. Poisoners kit - Great for collecting poisons or liquids from creatures you defeat. I'm going to include must have tools and/or equipment.
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